RimWorld

RimWorld

Search and Destroy (Continued)
435 Comments
BRSaura 8 hours ago 
That issue you are describing it's from basegame, its a pathing/ticking issue with the pawn where it reaches the X spot where other pawn is placed, but the game has to tick the range calculation again to engage combat. Perfomance mods that decrease ticking rate of pawns will make this issue more obvious. Though, if you leave the pawn be, it will end up attacking when the next tick comes (could be 3-5 seconds)
GoGoShrimpDaddy 9 hours ago 
Meme Goddess, more like... Mod Goddess AM I RIGHT OR AM I RIGHT????????
Meme Goddess  [author] 14 hours ago 
@lorsieab2 Probably
lorsieab2 14 hours ago 
Are you planning to take over Dual Wield as well?
Meme Goddess  [author] 14 hours ago 
@Judge Dread Inconsistent? :steamsad:
Judge Dread 15 hours ago 
I've had the exact same issues as BB7. Doesn't happen all the time, it's been an inconsistent issue.
Meme Goddess  [author] 21 Jul @ 5:33pm 
@BB7 I'm certain it's got to be a mod conflict, it's very hard to narrow down though. Is it possible for you to remove some of your mods and see if it still happens? Or send a mod collection and save so I can test it myself
BB7 21 Jul @ 7:20am 
Hi!

I'm having a similar problem reported by @梨子, in my case "Search And Destroy" with pawns using melee weapons on mechanoids, they literally stand on top of the enemy but don't attack, However, if you right-click on the enemy, the attack will immediately start correctly.

I know you are a busy person, there are too many messages from others to read one by one, but... in any case, thank you for your mod.
Meme Goddess  [author] 20 Jul @ 5:12pm 
@JMC Shouldn't be, I use that mod as well
JMC 20 Jul @ 7:18am 
Hi, are there any compatibility issues with Simple Sidearms?
Meme Goddess  [author] 19 Jul @ 5:52pm 
@Airlewe Yeah, someone mentioned that mod before, it's on my list to add compat for it

@Teacups That's intentional, I always hated that limited range

@BeatleSanders Not bad, but it might be difficult to select which animals. I mean, wouldn't want a pawn running off and getting bodied by a thrumbo
Teacups 19 Jul @ 4:57pm 
Fantastic mod, thank you so much for keeping it going! Minor thing noticed though that's probably not intended, the mechanoids in biotech that usually require their mechanitor to be within a certain tile distance to operate can, with this mod, ignore that range. They just go off and kill stuff on their own. Great for the player and not sure if a fix is worth it for the balance aspect but something I noticed!
Airlewe 19 Jul @ 1:38pm 
The actual function of this doesn't seem to work with ghouls. I've also got another mod (One With Death) where the undead from that also don't do anything when told to search. looks to be some issue with mutantdef, which some of the undead from that mod share with ghouls, whereas other undead that don't share that mutantdef work just fine with S&D
BeatleSanders 19 Jul @ 8:17am 
Thanks for taking this over, if you're making additions to it could I make a request? Adding a hunting option so you can make people run off to search and destr... Hunt animals that'd be great. Especially if it'd let melee guys run off and stab some squirrels.
Meme Goddess  [author] 19 Jul @ 2:02am 
@redanddead12345 Haha glad you like the mod

@Sif ❤ *Puts the Run and Gun in the bag* O.O

@mikester112 I'm looking into it currently, looks like I'll have to rewrite a lot of the settings related stuff, but it should be fine without Hugslib. And yes, Thick Armor is on my list, all of Uuugggg's mods are ^.^
mikester112 18 Jul @ 10:12pm 
I'd love a run and gun without hugslib. On the topic of combat mods think you'll do thick armor?
Rycon 18 Jul @ 9:52pm 
Thanks for picking this up! Been missing this!
Sif ❤ 18 Jul @ 12:37pm 
@Meme Goddess, hand over the run and gun, nice and slow XD nah seriously though the forked version of pickup and haul broke the stockpile mechanic for me but your continued version worked flawless. Its kinda a shame the original has been updated, gotta switch again (another 2 rounds of long ass loading :( )
redanddead12345 18 Jul @ 11:40am 
the fact this isnt vanilla irks me. i understand wanting colonists to prefer safety instead of chasing the manhunting deathclaw wannabe outside, but when you got a response team set up and geared for war with the latest of the savages' attempts, the default really shouldnt be sit around on the field ho-humming, hoping the caveman will come closer when he wont because he managed to get a sniper rifle and is now-

ahem.

I am getting this mod after a bad experience, I am glad it is available. have a good day.
Meme Goddess  [author] 17 Jul @ 6:42pm 
Ogliss had updated Run and Gun for 1.5, so I'm kinda just waiting to see if they do it. I actually have the mod updated to 1.6 and have been testing it.
Pentasis 17 Jul @ 5:32am 
@Meme Goddess. If you do pick up Run and Gun, please remove the Hugslib dependency from that as well. There is a fork of that mod, but it still uses Hugs :(
Sif ❤ 16 Jul @ 4:20pm 
yes! I need run and gun back in my life and you're the only one I trust to restore it properly.
<color=#00ffff>Sula 16 Jul @ 12:07pm 
wow I'm so happy this is back, thank you for picking this up!!
AwtismForPresident 15 Jul @ 10:21am 
I know this isn't a side effect of this mod, but with simple sidearms, whenever a ranged colonist ends up getting into a melee fight while the ranged search is enabled, the melee search gets enabled and they don't switch back to their ranged weapon. Had a couple snipers die when they ran into a mech onslaught with their maces out.
Meme Goddess  [author] 15 Jul @ 2:05am 
@maxvmaxvmax It should be. They were originally made by the same dev. Speaking of, that mod is on my TODO list to continue as well
maxvmaxvmax 15 Jul @ 1:50am 
is this compatible with run and gun?
Stellar Harbour 14 Jul @ 6:18pm 
Is it possible to use AI logic for our pawns when it's enabled? Or they are stupid and don't try to kite with ranged weapons too?
Mutley 14 Jul @ 4:07pm 
Bom trabalho. Eu agradeço.
Ratstic 14 Jul @ 11:59am 
I tried the unsubscribe resubscribe too, but it didn't work
idk why but today its back lol
Ash 13 Jul @ 8:33pm 
Had the mod disappear on me too, a simple unsubscribe, waiting a few seconds, then resubscribing fixed it for me. Thanks for the mod, its so good I cannot play Rimworld without it.
Meme Goddess  [author] 13 Jul @ 6:43pm 
@Ratstic It should be fine? Maybe try verifying your game files? I did accidentally push out a broken update that could make it disappear, but it was rolled back immediately. It's possible you got that version and not have the current one, Steam can be weird like that. Verifying should force it to download the current version ^.^
Ratstic 13 Jul @ 6:18pm 
can you not use this for 1.5 anymore? for some reason it disappeared from my mod list, even though I have it subscribed? it was fine earlier today
Meme Goddess  [author] 13 Jul @ 4:56pm 
@Swolo It's on my list, and I actually already have a functioning build. Was just waiting for HugsLib to be updated, but I think it got an unofficial update now
Swolo 13 Jul @ 4:47am 
can you also please take over gun and run
CAdaverOusPRophet 12 Jul @ 12:34am 
The undead from the "One with Death" mod
Meme Goddess  [author] 11 Jul @ 10:08pm 
With 1.6 being out now, feel free to let me know of any mods that this is not working with. Will happily add compatibility for them ^.^
Meme Goddess  [author] 11 Jul @ 10:08pm 
@GaugeNou Really appreciate you saying that, updates coming for my other mods soon, as soon as I can peel myself away from the new DLC ^.^

@Toyota AE86 I'll take a look at those mods and see if I can add compat for them
GaugeNou 10 Jul @ 5:59am 
Just wanted to say thanks for the mods you make and/or continue to maintain, i like them all.
Toyota AE86 5 Jul @ 4:25am 
Hello there, been loving the mod! I've noticed this doesn't seem to work with the Kyulen mod and both types of droids from Androids for RW 1.5 though the regular android colonists work as normal.

As a disclaimer I am playing on 1.4 so I don't know if this issue is already fixed for 1.5+ or not.
Meme Goddess  [author] 2 Jul @ 9:59pm 
@moo Just removed the dependency from the page. Hasn't been required for a bit now, I removed it in prep for 1.6
moo 2 Jul @ 9:57pm 
The dependency of Hugs points to the 1.5 version
Meme Goddess  [author] 2 Jul @ 9:54pm 
Patch is disabled for now, should be fine to use ^.^
Tyrant 2 Jul @ 8:41pm 
Any progress? Just want to know if this is safe to use with Vanilla Framework.
Atreidi 28 Jun @ 3:45am 
@meme goddess
What are the effects of playing S&D with VEF with the ThinkTreeDef missing?
NuanKi 27 Jun @ 8:19pm 
Ty
Meme Goddess  [author] 27 Jun @ 7:17pm 
Confirmed the issue with Vanilla Expanded Framework. It seems they've removed the ThinkTreeDef (the part that is patched to allow S&D), but haven't replaced it with anything. Will need to investigate
NuanKi 27 Jun @ 5:55pm 
Vanilla Expanded Framework Updated to 1.6, and this mod gives error

[Search and Destroy (Continued) - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/ThinkTreeDef[defName = "VFE_MainMachineBehaviourViolentActive"]/thinkRoot[@Class = "ThinkNode_Priority"]/subNodes/li[@Class="VFEMech.ThinkNode_ConditionalHasPower"]/subNodes/li[@Class="ThinkNode_Priority"]/subNodes"): Failed to find a node with the given xpath


[Search and Destroy (Continued)] Patch operation Verse.PatchOperationFindMod(Vanilla Expanded Framework) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3232242247\1.6\Patches\VFE.xml
Meme Goddess  [author] 26 Jun @ 5:20pm 
@HongZZ I can put it on the list, but it'll be pretty low priority, also really hard to test any fix for it.
HongZZ 26 Jun @ 3:52am 
Hi, it looks like the current version of this mod is not compatible with the "Multiplayer mod," making it unusable in multiplayer sessions.
The original version worked with the "Multiplayer mod", would it be possible to restore that compatibility?
Thank you, and I appreciate your hard work.
Meme Goddess  [author] 24 Jun @ 1:15pm 
@Renzor Appreciate you reporting that ^.^ Very busy with work this week, but will try to patch the issue later in the week